How to Put More “Character” into Your NPCs
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I've been playing through Earthbound over the last few weeks and consistently find the writers and localization team put in just the right extra 10% to turn a "bleh" interaction into one you think about for days to come. For example, in a nod to the greedy, one character grumbles about the loan he gave to your family and now he "lives in poverty" - all while standing in the biggest house in the game.
Later on, a key item with key information gets shipped to your character via the equivalent of Fedex "Neglected Class." A rumpled delivery man eventually shows up and tells you "Anyway, he said... well... uh... I forgot. Yep, I forgot... actually I forgot the stuff I was supposed to deliver, too. I think it was some weird machine to make trout-flavored yogurt. Yeah, I forgot it at the desert... I'm not going back that way, so don't ask me to get the package... I mean, it's your package, right? So YOU go get it! Go on, get out of here." You then have to schlep to another part of the game to recover the package the delivery man decided just wasn't worth his time [0]
If you've played the game and want to figure out why some of the quirkiness just WORKS, I would recommend the later parts of Tim Roger's piece from a decade or so ago [1].
[0] https://youtu.be/EIoLcNLyd0g?t=27902
[1] http://archive.is/fMD7F (edit - huh, yeah this article has NOT aged well at all I should have taken a closer look since it first was released long ago, but I'll leave it here for the sake of discussion & derivative comments).
Think of how much value the DMG brings to doing collab worldbuilding using "A Spark in Fate Core", as the prelude to a Fate Pathfinder game. Or even how much it brings to the Fate Pathfinder game.
When it comes to NPCs and stories, I find the NPC and Fronts guidance for Apocalypse World and Dungeon World to go much, much farther, and be much more generalizable. At least if you like sandbox D&D, versus railroad D&D.
Or the play style section in chapter 1, which is about how different people play for different reasons, and you should get to know whether which of your players are looking for hack and slash, versus immersive storytelling. That's even more important in other kinds of games than it is in D&D!
I haven't actually played D&D in a long time, but it's been very useful for me in other very different kinds of games, and even fiction writing. I'd recommend you take another look.
> Or the play style section in chapter 1, which is about how different people play for different reasons, and you should get to know whether which of your players are looking for hack and slash, versus immersive storytelling. That's even more important in other kinds of games than it is in D&D!
I think other kinds of games these days take for granted, "this is what this game is about - you and your group should be on board for this style of play and, if not, you should definitely play a game that is suited to your tastes." Trying to use one RPG mechanical chassis for wildly disparate gaming styles is definitely part of what I think of as "classic D&D".
One example I'll shill is Erika Chappell's recent Flying Circus, which is about being a mercenary pilot in a postapocalyptic, Ghibli-esque world. It's quite good, and if I remember correctly, an airplane designer helped with a couple bits of the design.
https://opensketch.itch.io/flying-circus https://www.drivethrurpg.com/m/product/310013
With the possible exception of visual novels, no player likes walls of text, efficiency is key. In tabletop RPGs, detailed descriptions are often desireable, and not only that but GMs have to respond to players. For example, a PC may decide to rob the NPC, because why not. And now you have a whole lot of stuff to deal with: how rich the NPC is, how willing to fight, what are his relationships with other NPCs,... Video games simply won't let you do things that are not programmed.
In the article, dialog is limited to 3-4 lines. One of these tells you what your next quest is "I hear there’s a mirror in the Fire Mountains that can block its flames.". And another one mentions a red dragon. It means you only have two lines to establish a character, and if you can do it in one that's better.
It depends, there are players that love learning all the lore details, the good games add additional dialog or letters/books/emails that are optional so players that are in a rush can skip them.
Control, FFXIII, Fallout, Animal Crossing: Fun to read through all the extra text/dialogue!
{Vast majority of visual novels}, Mass Effect, Tales Series, {Vast majority of story-based gacha games}: Not so much!
Not all things that seem bad to you are objectively bad, some people enjoy that, remember how you taste in books/music etc changed in time.
Heh, I'm admittedly in the minority here, but this is part of morrowind's charm to me. No voice acting so they could have huge rich amounts of text. But I was a kid with infinitely more spare time then :-\
I generally agree and I don't like it either, except for Planescape Torment, because it has awesome characters and text.
> With the possible exception of visual novels
I never did understand visual novels. They aren't games, but they aren't good novels either. Plus I don't read Japanese, and judging by the (poor) translations out there, most "visual novels" consist of mostly pressing enter to skip tons of "..." dialogue.
The Danganronpa and Ace Attorney games have some really good detective stories in it - I think the overall story in those 2 series is pretty bad, but in each game, there is at least one individual case that is great; and Zero Escape is one of the only work of fiction where I thought time travel / parallel universes was done right, without loopholes I could think of.
But then again, after that super short text, there is 10 minutes long cut scene followed by another cut scene.
[0]: Available under pay-what-you-like here: https://www.evilhat.com/home/fate-core-downloads/
http://theunstore.com/index.php/unstore/game/49
https://forum.rpg.net/index.php?threads/lets-read-play-unsaf...
Then the game can be so interpretive and improvisational that it actually comes out the other side as less immersive than a crunchier game like D&D. Players spend less time role-playing and more time talmudically studying their character sheets for ways they can apply their aspects to a given situation.
In contrast, I’m a big fan of old(ish) school Call of Cthulhu (from Chaosium, not the d20 version). The mechanics are concrete, straightforward, and get the hell out of the way when you don’t need them. Character sheets embed a lot of info about who a character is without turning into a script for role-playing.
Obviously mileage will vary. Some groups will really grok Fate and love it; mine didn’t. Regardless of whether you even wind up playing the game, it’s a good read for any DM just for its take on things.
Edit to add: I’ve also used Fate’s character creation system to help make characters for short stories, and it worked really well. I’d never do that with something like a D&D character sheet.
The author shows how to turn a short hint into a more fleshed out character interaction, but "personality" is limited to a trait ("brave", "klutzy") or a relationship to the player, and in an effort to convey these traits in just a couple of lines of text, they end up coming off as forced, contrived. Definitely an improvement from the walking hint, but trying to convey a personality in too few lines and having it come off as a caricature, in my opinion, is worse than an underdeveloped character.
In my experience as dungeon master, players are very accepting of "I don't know" as a response. But as soon as you "mislead" players, they start to think of that situation as a betrayal of trust.
So "villagers don't know" whats ahead is far better than "villager MISTAKENLY thinks there's a vampire ahead".
Do you really want to run games where the players spend 10+ rolls asking different villagers for randomly generated knowledge, because they know that some knowledge is tainted?
Do you, as the dungeon master, place more tainted knowledge into the pool, or do you place more correct knowledge in the pool?
If the pool of knowledge is 50% tainted, why bother even listening to villagers in the first place? Its clear they don't know what they're talking about. Save yourself an hour of pointless roleplaying / acting out NPCs / etc. etc. and just say "The villagers don't know".
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I mean, I've had players who don't like combat and prefer running around the world doing... not adventures or something. But they're in the exceptional minority in my experience. Most players want to know where the monster is, which direction to go to fight the monster, and then to save the town. Its cheesy, but its what works.
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I have successfully run a "whodunit" scenario. Where I explicitly lay out 5 NPCs, with their own incomplete view of some situation. And the players need to talk with the NPCs at specific times (and being seen with some NPCs conflicts with other meetings. Two NPCs are enemies and will refuse to cooperate if they see you conversing with their rival).
If the players fail to find the antagonist out of the pool, no big deal. Have a "one step backwards" adventure (ex: Culann's Hound situation or similar), and then take on the antagonist afterwards.
The story must go onward. Not necessarily always in the benefit of the players, but it takes a lot of effort to craft an actually fun, good, and engaging set of "unreliable NPCs" that people actually want to play with.
Hey, you do your campaigns as you wish! Just noting that what you call 'tainted information' is part of color and challenge. Use it how you like.
Or more importantly: is talking to NPCs in your video game more fun than top-tier visual novels (Ex: Phoenix Write: Ace Attorney, "When they Cry", or Danganronpa )?
As a player, I know what I'm getting into. I choose to play mindless hack-and-slash games because the mindless hack-and-slash is quite fun sometimes. I don't play Dynasty Warriors for in-depth stories or deep NPC character development.
In contrast, when I pickup a visual novel game like Danganronpa, I'm not really going to be wowed by difficult reflexes or hand-eye coordination.
Games exist as a drop of culture in a greater ecosystem. The ultimate truth is, your video game plotlines are never going to be as deeply engaging as a book's plot.
After all, a book has literally nothing else to go on aside from character development and interesting plot development. People play video games (or tabletop games) for different reasons.
It's personal preference if you lean more into action or social, but I find either end of the spectrum to be to limited to just one thing.
I've read plenty of dull books, and played many engagingly plotted games. But then those games are often criticized as having too much text.
Part of the joy of games is agreement on the parameters of what is and is not in bounds for the game. Knowing that boundary lets you focus on only the things within that while pleasantly mentally unloading all of the myriad messy things outside.
Even though each videogame is different, there is a surrounding videogame metagame culture that players tacitly assume defines what all videogames are allowed to do. When learning a new videogame, players assume the rules of that metagame still hold true. (This is one of the reasons videogames today can be so difficult for non-gamers to get into: they don't have this absorbed culture.)
One of the rules of that metagame is "NPCs do not mislead the player." (Other rules of the metagame are: "Your savefile cannot get into a state that makes it impossible to beat the game," and "It should not be required to die/fail several times in order to learn how to proceed.")
It's valid for a game to break that meta-rule, but it will be very unpleasantly surprising if they believe they are playing the stock videogame metagame as they learn this game's rules.
This is kind of unfortunate because there's a whole giant space of possible videogames that could be made with interesting rules if only you could set the expectation for players that this game steps outside of typical game culture meta rules. You occasionally see experimental games that do this like Lose/Lose, which deletes random files off your hard drive when you lose (!).
I played a game a while back that made a sort of Groundhog Day repeated dying a requirement to make progress. That was a central theme to the game, so it ensured the player understood the situation pretty quickly.
E.g. if one villager said the mirror is in the swamp, unlucky players might waste a lot of time in the swamp, which is bad. But saying it's an axe vs a sword vs a piece of armor vs a potion probably doesn't matter much - whatever it is, as long as it is what is required to defeat the dragon, it's fine.
Can work well for a puzzle though. Recall a few Zelda games having setups where one NPC was actually a spy for a rival group, and you needed to cross examine what other NPCs said to figure out who that was.
Of course, in a video game, NPCs won't improvise, but I guess it's a useful advice to tie NPCs in their environment and not just have them being some sort of isolated entities.
That being said, as both a d&d player and a RPG videogames players, what I would really want from NPCs in videogames would be for them to stop being just "switches", which I activate using an action button and who provide always the same text. The videogame which allows discussion with NPCs to be initiated by a question asked by the player will get all my attention :)
The key distinction being that the purpose of knowing their wants/fears is to know how they should respond as unforeseen events unfold. Real RPGs have unforeseen events. Video games have branching, but highly deterministic, events - therefore, the "NPC" just needs a set of scripts that cover those branches. You don't need to predict anything. They don't need to be characters in the way that RPG characters are characters; they need to be characters the way that fiction characters are characters.
The old sharecropping farmer may fear his landlord squeezing his finances in the fall.
The greedy merchant may fear that her husband is pissing away too much money on drink.
The cobbler's apprentice may fear his boss, because his boss is a huge, sometimes violent asshole.
These fears can add background flavour through worldbuilding, that make these characters memorable. Nobody cares about, or remembers generic merchant #2 in Bumtown, Nowhere, but they may remember if their first introduction to her is walking in to a family fight about liquor.
Even if the players never explicitly discover that fear, this grounds your design of the characters into something more interesting than "He's a farmer, she's a merchant, he's an apprentice."
They would if Bumtown were in the first circle of hell, and she was the only one selling gate-back-to-the-prime tickets.
When the mayor of a town has been killed 500 times maybe the townspeople should be deeply xenophobic. Maybe the shops stop selling weapons, etc.
Pardon the tangent, but this was particularly blatant in World of Warcraft. Because of the quests, you basically spend half your time committing genocide (wiping out some species or group). For some quest lines you have to murder your way into a place and then murder your way out of it. The irony of this is that the quests turn rogues into the least murderous class in the game, by far. They are the only ones that can reliably sneak in and out instead of murdering bystanders. This is disturbingly backward.
The other irony is that many of the main storylines are about preventing genocide. If a genocidal maniac goes around killing all the other genocidal maniacs, is it because they are good or because they are eliminating the competition?
Its about creating deep, relatable (or, at least: understandable) characters, that make the world feel more alive and not just a dull response dispenser.
My own system has been to approach NPC definition like Telnet protocol negotiation. Probably a reflection of autism on my part because I'm now realizing my NPCs have no emotional motivators:
I can do ___. I'm willing to do ___. I won't do ___. I can't do ___.
Perhaps merging these two ideas would make my NPCs more human :)
Fromsoft has plenty of these memorable NPCs from demon souls to sekiro!
There are hours of entertaining content [0] just based on some of the weird quirky behaviors of NPCs in that game.
Most Bethesda games have amazing NPC's, and the lack of them is exactly what made Fallout 76 so unappealing to me.
ESO has just a steady stream of other players on the same quest chain as you, with absurdly short respawn times. You stumble on to the boss fight you need halfway in progress, help bring them down, while ignoring the other players, then by the time you loot the quest item and start back out the MOB has respawned.
WoW was infamous for the competition to get your 10 bear pelts or whatever, but it didn't feel this crowded.
"A settlement needs your help"..
Thanks Preston... Well that NPC got kinda stuck on the same topic after a while..
Those videos are hilarious though.
Gaah, are we really calling them this now? Can't we just say "FromSoft games"? Are we going to lengthen it even further with Elden Ring? Soulsbornekiroring games.
Most often people call these soulslikes. Kind of a dumb name and it might artificially constrain new entries to fit into a Dark Souls shaped hole (for example all these games don't have to have basically the same minimalistic light vs dark story) but well, that's how we talked about doomslike for a while as well.
Not sure what other descriptive we could use, intentional games ? The combat being more focused on giving weight to your actions vs allowing you to interrupt and change course anytime is the biggest differentiator IMO.
GMTK made a great video on what this genra by the way : https://www.youtube.com/watch?v=Lx7BWayWu08
> for example all these games don't have to have basically the same minimalistic light vs dark story
I would argue From's games themselves don't fit in the simple "light vs dark" mold. Dark Souls is honestly more of a deconstruction of "light vs dark" tropes.
To add some more to your list though, Majora's Mask and Link's Awakening probably had my favourite NPCs in zelda games. Both of those games had weird trippy vibes that the NPC's helped bring out. Especially majora's mask, everyone just felt wrong and their side stories and quests really helped make the game.
The maniacal laugh almost sounds like a placeholder
There's a point at which you get to join the monastery in Sasau and I'll be honest, I just stayed there for ages going about my daily duties because it seemed like an okay life, translating illuminated manuscripts and such.
I've been trying to use Rasa for that. Rasa is really intended for Siri/Alexa like things, or rather, it aspires to be. In practice it can do a phone tree with a few digressions. It's based on TensorFlow. You put in a list of questions users might ask, and when someone does ask, it detects which stored question is closest. So you can put in a FAQ, and people can get answers based on it.
There's a notion of "slots", so someone can ask "How do I get to PLACE", that would match "Where is PLACE" (that's the TensorFlow part) and the matcher returns PLACE, which can be looked up. I'm not sure this is much ahead of Bobrow's BASEBALL program from the 1960s.
It's kinda hard cause programming games is not my real job. I work at a bank and the hours are long, but I still wanna finish this project someday and test with on a RPG.
https://github.com/victorqribeiro/gaia
The proof of concept I was talking about. By the way, I'm open to discuss this project with anyone interested.
On the other hand, a game like Zelda BOTW, I really wanted to get more into the characters, and the cut-scenes were they used voices were incredibly capturing, but then most of their dialogue then ended up just being text, even for the primary characters, which really hurt a bit at the start. The game is still one of the best ever, just wish there was more voiced dialogue. I cannot believe that it was a monetary thing, so maybe just space conservation?
Hopefully https://replicastudios.com/ will be able to help make NPCs more like characters.
If you have a stereotypical theme, your NPC's may have a hard time not being stereotypical too.
https://www.gridsagegames.com/blog/gsg-content/uploads/2018/...
I wanted to share one of our recent contributor posts that I thought you'd all enjoy. If you have any recommendations for good gaming content to check out, are interested in writing for our publication, or just want to chat - feel free to commment here or email me at max@pausebutton.news
Also all of them have "chase" and "flee" modes.
This makes them completely braindead and not immersive at all but for me it's all about the gameplay and mechanics, not superfluous NPC dialogues.
I didn't make it, and don't know the people who did. But I loved it for very relevant reasons to this article.